@madmole
Seeing how this deathpenalty discussion continues, even though I am satisfied... I have a question:
I gave that opinion back in A17 experimental, and a few times since then:
(no attack, honest question) Why do you guys want to punish the player?
Instead of rewarding survival and taking that reward away
(so lower base xp gain to 50% and give *1.5 after one day; *2 after 3 days (so "normal") and *2.5-3 after 7 days survived)
meaning you aren't punished but rewarded for staying alive.
It wouldn't cut out all the commentors saying that on multiplayer ppl fall behind, but you can not fall in a "death loop" and be stuck at that level.
Also it feels just so much better beeing rewarded for staying alive this long.
Also you can tweek the numbers... make base leveling give 10% of what it is now but go in x5 day 1 x10 day 3 and x20 day 7 or something.
I feel like this way you do not punish the player who already had problems surviving.
Factually it is the same... (more or less) but it FEELS different. It doesnt feel like someone clubbing me with a hammer for dying, but someone just took away my bone and I can earn it back if I survive long enough.